Quicken
Quicken $1.00
Volzar, the Lightning Rod (Cold Foil)
Volzar, the Lightning Rod (Cold Foil) $32.00
If you control an aura permanent with Sigil in its name, this costs {r} less to activate. Once per Turn Instant -- {r}: Amp X, where X is the number of Lightning cards you've played this turn. (The next time you would deal arcane damage this turn, instead deal that much plus X.)
Star Fall  (Cold Foil)
Star Fall (Cold Foil) $22.00
Once per Turn Action -- {r}: Attack If you've played a Lightning card this turn, this card's attacks get +1{p} and go again.
Cintari Sellsword
Cintari Sellsword $1.00
"Once per Turn Action -- {r}: Attack. Go againCintari Sellsword can only attack if you've attacked with a weapon this turn."
Silver
Silver $1.00
Runechant
Runechant $1.00
Inertia token
Inertia token $1.00
At the beginning of your end phase, destroy Inertia, then put all cards from your hand and arsenal on the bottom of your deck.
Frailty token
Frailty token $1.00
Your attack action cards played from arsenal and weapon attacks have -1 [Power].At the beginning of your end phase, destroy Frailty.
Bloodrot Pox token
Bloodrot Pox token $1.00
At the beginning of your end phase, destroy Bloodrot Pox, then it deals 2 damage to you unless you pay [3 Resource].
Rotwood Reaper  (Cold Foil)
Rotwood Reaper (Cold Foil) $2.00
Once per Turn Action -- {r}{r}: Attack If you've played or created an aura this turn, this gets +2{p}.
Copper
Copper $1.00
Spectral Shield (Black)
Spectral Shield (Black) $3.00
(Auras stay in the arena until they are destroyed.) If your hero would be dealt damage, instead destroy Spectral Shield and prevent 1 damage that source would deal.
Sigil of Fate
Sigil of Fate $1.00
When this leaves the arena, **opt 1**.At the beginning of your action phase, destroy this.
Crouching Tiger
Crouching Tiger $1.00
Ephemeral (If this would be put into a graveyard from anywhere, instead it ceases to exist.) Go again
Staff of Verdant Shoots (Cold Foil)
Staff of Verdant Shoots (Cold Foil) $3.00
Once per Turn Action -- {r}{r}{r}: Amp 1. Go again (The next time you would deal arcane damage this turn, instead deal that much plus 1.) When one or more Earth cards are pitched this way, the next time you deal arcane damage this turn, create an Embodiment of Earth token.
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